Modeling+Standards+for+Model+Transfer+into+the+Immersive+Display

=Revit Architecture =  toc 1. Do not create overlapping geometry. Even though it is possible to model a wall extending up to the finish floor level above, for example, this will not only cause rendering issues but also visual issues in Unity.  2. Assign or rename all materials in the project. Avoid material names such as “No Name”, “Default” and “Standard.” These material names will hinder applying textures and material processes later.  **Tip:** Name applied materials descriptively. This will make it much easier to add and edit materials in 3D Studio Max and Unity later.  3. Set materials to wrap around cuts/edges, such as wrapping the exterior on wall cuts. Otherwise these surfaces will be difficult to edit later or cannot be edited at all later in the modeling process.  4. Cut down on polygon count and hidden geometry by modeling only what is visible, if possible. This will help to optimize the size of the file without losing visual quality.  a. Example: For a column that has a masking skirt, the section of column in the skirt does not need to be modeled because it cannot be seen.  b. Example: On window and door frames and sills, not all of the intricate edges/surfaces need to be modeled because a lot of them will be unseen in an immersive model.  5. Take care to make sure that the building, any exterior stairs, ramps etc. meet the terrain. If it floats or dips over or under the terrain, it will be very obvious in the immersive model.  6. In the 3D view planned for the export, set the level of detail to “Fine” and set the visual style to “Realistic”.  7. Overall, careful, detailed modeling with visualization in mind will help create a visually complete model. If it can be seen in Revit, it will definitely be seen in the immersive model.  8. If planning on adding textures and materials later, there is no need to add them here. This will save modeling time.

=SketchUp =

1. Do not add materials because they will not transfer to 3D Studio Max or Unity. Textures will be applied later. 2. Do not use photos that may be applied from Google Earth etc. because they will not transfer into Unity. 3. Delete any extraneous lines used for modeling but are not part of the 3 dimensional geometry. If the Follow Me command is used, after creating the geometry, delete the path used to extrude the geometry. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">4. Do not export created groups in SketchUp. Groups created in SketchUp cannot be edited in 3D Studio Max. If permanent groups are created, they should be created in 3D Studio Max. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">5. Make each building a Component.

=<span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 19px; text-decoration: none; vertical-align: baseline;">3D Studio Max =

<span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">1. In an imported model delete the sun, sky, cameras, and import symbol. These will complicate several parameters in Unity and in the case of the import symbol it will show up as a grey plane in Unity as it does in 3D Studio Max. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">2. Check material texture names. If materials of the names “No Name”, “Default”, “Standard” or “Generic” delete them from the Material Editor. Renaming at this point is not recommended since they will be replaced later. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">3. Create groups of similar objects for data management in Unity from the Group tab. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">4. Export the as an FBX file and set the units to meters before initiating the export.

=<span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 19px; text-decoration: none; vertical-align: baseline;">Unity =

<span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">1. When the FBX file is imported,set the scale factor to one in the Inspector before adding it to the Scene. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">2. Apply materials and textures here. Make sure tiling is set to a square number (4, 64) for best visual results. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;"> a. A user image file from Photoshop can be directly imported into Unity for use. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">3. In order to add collision, add a Mesh Collider to any parts in the model that you do not want your Character Controller (or avatar) to walk through. <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 15px; text-decoration: none; vertical-align: baseline;">4. On curtain wall mullions, do not add colliders. They will interfere with your motion.